userJake_Richcancel
branchrust_reboot/main/launch_site_lod_culling_fixescancel

17 Commits over 0 Days - ∞cph!

1 Year Ago
S2P airfield
1 Year Ago
S2P launch site
1 Year Ago
Re-apply CS 97577 (modify launch site scene)
1 Year Ago
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
1 Year Ago
merge from main -> launch_site_lod_culling_fixes
1 Year Ago
S2P Launch site
1 Year Ago
Modified the launch site scene - a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
1 Year Ago
Fix dockwall_stairs_600 missing a material causing the top to look transparent
1 Year Ago
Fix ticket booth windows going opaque past 60m
1 Year Ago
Fix pillar in front of triple boost building being culled past 75m
1 Year Ago
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck Fix green card room windows going opague <300m
1 Year Ago
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
1 Year Ago
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings - fixes windows becoming opague at low graphics settings Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
1 Year Ago
Fix windows of rocket puzzle building becoming opague past 60m
1 Year Ago
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
1 Year Ago
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
1 Year Ago
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)